ElectronicArts
06-17-2005, 04:53 PM
Senior Modeler - X-Box 2
Electronic Arts, Redwood Shores
Prerequisites:
Candidate is a leader (within their craft) within his/her own studio and may only be placed in the Senior Modeler role after successfully undergoing a peer review.
Demonstrated ability to
Work without direct supervision
Competently and efficiently complete complex tasks in a timely basis.
Troubleshoot issues within specialty/overall game and work through those issues.
Candidates for Modeling positions must demonstrate an ability to think in 3D
Experience on a minimum of 6-8 complete titles/productions that have shipped, experience with either character driven titles or feature film are highly desirable.
A portfolio demonstrating the following is required:
Drawing skills
Excellent sense of form, weight (mass), and volume
Good use of light and shadow
Breadth of artistic styles
Excellent sense of scale
Excellent craftsmanship/level of finish
REQUIREMENTS:
Familiar with normal/bump mapping, overall next generation technology knowledge.
Proven ability to visualize and model human anatomy (including faces) and animal type characters with a high level of proficiency, including skinning/physiquing/weighting of models to skeletons.
History of creating models and environments/levels that adds value to a franchise in a timely basis.
Demonstrated ability to create basic textures in a timely basis.
UNDERSTANDING
Demonstrates a strong understanding of following core skills and ability to leverage these skills to benefit Art Direction/Game Design in real time environments:
Light, texture, scale, budget and motion
Layout/Composition/Pace
Fundamentals of visual language
Strong level of proficiency with at least one major 3D CG package
Demonstrates a good understanding of:
Advanced modeling techniques, including use of expressions and scripts
Various CG texturing methodologies work, including shaders, displacement maps, lighting systems
For World Design track, an excellent understanding of pace and storytelling
RESPONSIBILITIES:
Supervises modelers on a large project/franchise
Expertly creates very high LOD and/or complex models for critical/key areas/assets of a franchise
Assists Art Directors by participating in pre-production of projects (i.e.; conducting research into techniques and source/reference materials)
Responsible for level/world/track layout and flow documents where appropriate. (i.e. Beat boards)
Creates models that are:
Memory efficient
Add to a projects overall visual quality while remaining consistent with the Art Direction.
Expertly interpreted from various pre-production documents
Maintain a cohesiveness and visual credibility with the projects Art Direction
Model characters to an excellent level of finish
Of a complex and inorganic nature, when required
Completes all work in a timely basis.
Should be able to comfortably work with advanced modeling techniques/higher order surfaces
For World Design Track:
Assists Game Designers by participating in pre-production of projects by conducting research into techniques and source/reference materials; Where necessary uses physical media (paper, wood, board, etc) to rapidly visualize levels and overall world layout.
May be responsible for level/world layout and flow documents where appropriate. (i.e. Beat boards)
Working with Designers, takes direction/design docs./concept drawings and breaks designs into individual levels for more Modeling/World teams. May include:
Creating asset lists/project modeling requirements;
Lay out of all levels to correct scale/proportion
Ensuring that all levels/tracks are within style of art direction and game design, scale and budget.
Works with junior art staff to ensure that their work is consistent with projects art direction and quality standards
May also:
Construct intermediate to advanced level of complexity models
Authoring and/or applying intermediate to advanced level of complexity textures
Embedding all necessary triggers, events, tags, etc into a level.
PROFESSIONAL:
Completes all work in a timely basis and drives team do meet key dates
Pro-actively mentors junior Modeling artists
Proactively supports project Art Director.
Proactively participates in team Critiques; assists modelers and texture artists across
Remains focused, motivated and effective on a task until completion and project/game for the duration of the project.
To apply directly for this position, visit our website www.jobs.ea.com (http://www.jobs.ea.com/)
Seach for the following position:
#5602 Character Modelers
PORTFOLIO SUBMISSION GUIDELINES
Please address your demo to:
Katie Stokes
c/o Electronic Arts Staffing
209 Redwood Shores Parkway
Redwood City, CA 94065
Please include a current resume, detailed shot list (do not forget your shot list) and cover letter with your portfolio/demo reel. Online demos and DVD's are preferred. For Online demos, please display a single web link at the top of your resume in bold. Please only send copies of your art as submissions will not be returned.
Electronic Arts, Redwood Shores
Prerequisites:
Candidate is a leader (within their craft) within his/her own studio and may only be placed in the Senior Modeler role after successfully undergoing a peer review.
Demonstrated ability to
Work without direct supervision
Competently and efficiently complete complex tasks in a timely basis.
Troubleshoot issues within specialty/overall game and work through those issues.
Candidates for Modeling positions must demonstrate an ability to think in 3D
Experience on a minimum of 6-8 complete titles/productions that have shipped, experience with either character driven titles or feature film are highly desirable.
A portfolio demonstrating the following is required:
Drawing skills
Excellent sense of form, weight (mass), and volume
Good use of light and shadow
Breadth of artistic styles
Excellent sense of scale
Excellent craftsmanship/level of finish
REQUIREMENTS:
Familiar with normal/bump mapping, overall next generation technology knowledge.
Proven ability to visualize and model human anatomy (including faces) and animal type characters with a high level of proficiency, including skinning/physiquing/weighting of models to skeletons.
History of creating models and environments/levels that adds value to a franchise in a timely basis.
Demonstrated ability to create basic textures in a timely basis.
UNDERSTANDING
Demonstrates a strong understanding of following core skills and ability to leverage these skills to benefit Art Direction/Game Design in real time environments:
Light, texture, scale, budget and motion
Layout/Composition/Pace
Fundamentals of visual language
Strong level of proficiency with at least one major 3D CG package
Demonstrates a good understanding of:
Advanced modeling techniques, including use of expressions and scripts
Various CG texturing methodologies work, including shaders, displacement maps, lighting systems
For World Design track, an excellent understanding of pace and storytelling
RESPONSIBILITIES:
Supervises modelers on a large project/franchise
Expertly creates very high LOD and/or complex models for critical/key areas/assets of a franchise
Assists Art Directors by participating in pre-production of projects (i.e.; conducting research into techniques and source/reference materials)
Responsible for level/world/track layout and flow documents where appropriate. (i.e. Beat boards)
Creates models that are:
Memory efficient
Add to a projects overall visual quality while remaining consistent with the Art Direction.
Expertly interpreted from various pre-production documents
Maintain a cohesiveness and visual credibility with the projects Art Direction
Model characters to an excellent level of finish
Of a complex and inorganic nature, when required
Completes all work in a timely basis.
Should be able to comfortably work with advanced modeling techniques/higher order surfaces
For World Design Track:
Assists Game Designers by participating in pre-production of projects by conducting research into techniques and source/reference materials; Where necessary uses physical media (paper, wood, board, etc) to rapidly visualize levels and overall world layout.
May be responsible for level/world layout and flow documents where appropriate. (i.e. Beat boards)
Working with Designers, takes direction/design docs./concept drawings and breaks designs into individual levels for more Modeling/World teams. May include:
Creating asset lists/project modeling requirements;
Lay out of all levels to correct scale/proportion
Ensuring that all levels/tracks are within style of art direction and game design, scale and budget.
Works with junior art staff to ensure that their work is consistent with projects art direction and quality standards
May also:
Construct intermediate to advanced level of complexity models
Authoring and/or applying intermediate to advanced level of complexity textures
Embedding all necessary triggers, events, tags, etc into a level.
PROFESSIONAL:
Completes all work in a timely basis and drives team do meet key dates
Pro-actively mentors junior Modeling artists
Proactively supports project Art Director.
Proactively participates in team Critiques; assists modelers and texture artists across
Remains focused, motivated and effective on a task until completion and project/game for the duration of the project.
To apply directly for this position, visit our website www.jobs.ea.com (http://www.jobs.ea.com/)
Seach for the following position:
#5602 Character Modelers
PORTFOLIO SUBMISSION GUIDELINES
Please address your demo to:
Katie Stokes
c/o Electronic Arts Staffing
209 Redwood Shores Parkway
Redwood City, CA 94065
Please include a current resume, detailed shot list (do not forget your shot list) and cover letter with your portfolio/demo reel. Online demos and DVD's are preferred. For Online demos, please display a single web link at the top of your resume in bold. Please only send copies of your art as submissions will not be returned.
